mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
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* Added Logging Options to Improve Performance * Requested Changes Co-authored-by: Onyx Azryn <brycekabat@onyxazryn.com>
246 lines
9.1 KiB
JavaScript
246 lines
9.1 KiB
JavaScript
(function (global, factory) {
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typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
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typeof define === 'function' && define.amd ? define(factory) :
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(global.Routes = factory());
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}(this, (function () {'use strict';
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const getRoads = function() {
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TIME && console.time("generateMainRoads");
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const cells = pack.cells, burgs = pack.burgs.filter(b => b.i && !b.removed);
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const capitals = burgs.filter(b => b.capital);
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if (capitals.length < 2) return []; // not enough capitals to build main roads
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const paths = []; // array to store path segments
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for (const b of capitals) {
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const connect = capitals.filter(c => c.i > b.i && c.feature === b.feature);
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if (!connect.length) continue;
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const farthest = d3.scan(connect, (a, c) => ((c.y - b.y) ** 2 + (c.x - b.x) ** 2) - ((a.y - b.y) ** 2 + (a.x - b.x) ** 2));
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const [from, exit] = findLandPath(b.cell, connect[farthest].cell, null);
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const segments = restorePath(b.cell, exit, "main", from);
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segments.forEach(s => paths.push(s));
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}
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cells.i.forEach(i => cells.s[i] += cells.road[i] / 2); // add roads to suitability score
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TIME && console.timeEnd("generateMainRoads");
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return paths;
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}
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const getTrails = function() {
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TIME && console.time("generateTrails");
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const cells = pack.cells, burgs = pack.burgs.filter(b => b.i && !b.removed);
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if (burgs.length < 2) return []; // not enough burgs to build trails
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let paths = []; // array to store path segments
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for (const f of pack.features.filter(f => f.land)) {
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const isle = burgs.filter(b => b.feature === f.i); // burgs on island
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if (isle.length < 2) continue;
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isle.forEach(function(b, i) {
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let path = [];
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if (!i) {
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// build trail from the first burg on island to the farthest one on the same island
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const farthest = d3.scan(isle, (a, c) => ((c.y - b.y) ** 2 + (c.x - b.x) ** 2) - ((a.y - b.y) ** 2 + (a.x - b.x) ** 2));
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const to = isle[farthest].cell;
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if (cells.road[to]) return;
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const [from, exit] = findLandPath(b.cell, to, null);
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path = restorePath(b.cell, exit, "small", from);
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} else {
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// build trail from all other burgs to the closest road on the same island
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if (cells.road[b.cell]) return;
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const [from, exit] = findLandPath(b.cell, null, true);
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if (exit === null) return;
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path = restorePath(b.cell, exit, "small", from);
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}
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if (path) paths = paths.concat(path);
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});
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}
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TIME && console.timeEnd("generateTrails");
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return paths;
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}
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const getSearoutes = function() {
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TIME && console.time("generateSearoutes");
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const allPorts = pack.burgs.filter(b => b.port > 0 && !b.removed);
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if (allPorts.length < 2) return [];
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const bodies = new Set(allPorts.map(b => b.port)); // features with ports
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let paths = []; // array to store path segments
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const connected = []; // store cell id of connected burgs
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bodies.forEach(function(f) {
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const ports = allPorts.filter(b => b.port === f); // all ports on the same feature
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if (ports.length < 2) return;
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for (let s=0; s < ports.length; s++) {
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const source = ports[s].cell;
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if (connected[source]) continue;
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for (let t=s+1; t < ports.length; t++) {
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const target = ports[t].cell;
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if (connected[target]) continue;
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const [from, exit, passable] = findOceanPath(target, source, true);
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if (!passable) continue;
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const path = restorePath(target, exit, "ocean", from);
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paths = paths.concat(path);
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connected[source] = 1;
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connected[target] = 1;
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}
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}
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});
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TIME && console.timeEnd("generateSearoutes");
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return paths;
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}
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const draw = function(main, small, ocean) {
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TIME && console.time("drawRoutes");
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const cells = pack.cells, burgs = pack.burgs;
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lineGen.curve(d3.curveCatmullRom.alpha(0.1));
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// main routes
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roads.selectAll("path").data(main).enter().append("path")
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.attr("id", (d, i) => "road" + i)
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.attr("d", d => round(lineGen(d.map(c => {
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const b = cells.burg[c];
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const x = b ? burgs[b].x : cells.p[c][0];
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const y = b ? burgs[b].y : cells.p[c][1];
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return [x, y];
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})), 1));
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// small routes
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trails.selectAll("path").data(small).enter().append("path")
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.attr("id", (d, i) => "trail" + i)
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.attr("d", d => round(lineGen(d.map(c => {
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const b = cells.burg[c];
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const x = b ? burgs[b].x : cells.p[c][0];
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const y = b ? burgs[b].y : cells.p[c][1];
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return [x, y];
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})), 1));
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// ocean routes
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lineGen.curve(d3.curveBundle.beta(1));
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searoutes.selectAll("path").data(ocean).enter().append("path")
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.attr("id", (d, i) => "searoute" + i)
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.attr("d", d => round(lineGen(d.map(c => {
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const b = cells.burg[c];
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const x = b ? burgs[b].x : cells.p[c][0];
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const y = b ? burgs[b].y : cells.p[c][1];
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return [x, y];
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})), 1));
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TIME && console.timeEnd("drawRoutes");
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}
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const regenerate = function() {
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routes.selectAll("path").remove();
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pack.cells.road = new Uint16Array(pack.cells.i.length);
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pack.cells.crossroad = new Uint16Array(pack.cells.i.length);
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const main = getRoads();
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const small = getTrails();
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const ocean = getSearoutes();
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draw(main, small, ocean);
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}
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return {getRoads, getTrails, getSearoutes, draw, regenerate};
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// Find a land path to a specific cell (exit), to a closest road (toRoad), or to all reachable cells (null, null)
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function findLandPath(start, exit = null, toRoad = null) {
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const cells = pack.cells;
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const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
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const cost = [], from = [];
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queue.queue({e: start, p: 0});
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while (queue.length) {
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const next = queue.dequeue(), n = next.e, p = next.p;
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if (toRoad && cells.road[n]) return [from, n];
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for (const c of cells.c[n]) {
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if (cells.h[c] < 20) continue; // ignore water cells
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const stateChangeCost = cells.state && cells.state[c] !== cells.state[n] ? 400 : 0; // trails tend to lay within the same state
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const habitability = biomesData.habitability[cells.biome[c]];
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const habitedCost = habitability ? Math.max(100 - habitability, 0) : 400; // routes tend to lay within populated areas
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const heightChangeCost = Math.abs(cells.h[c] - cells.h[n]) * 10; // routes tend to avoid elevation changes
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const heightCost = cells.h[c] > 80 ? cells.h[c] : 0; // routes tend to avoid mountainous areas
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const cellCoast = 10 + stateChangeCost + habitedCost + heightChangeCost + heightCost;
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const totalCost = p + (cells.road[c] || cells.burg[c] ? cellCoast / 3 : cellCoast);
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if (from[c] || totalCost >= cost[c]) continue;
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from[c] = n;
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if (c === exit) return [from, exit];
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cost[c] = totalCost;
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queue.queue({e: c, p: totalCost});
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}
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}
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return [from, exit];
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}
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function restorePath(start, end, type, from) {
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const cells = pack.cells;
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const path = []; // to store all segments;
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let segment = [], current = end, prev = end;
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const score = type === "main" ? 5 : 1; // to incrade road score at cell
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if (type === "ocean" || !cells.road[prev]) segment.push(end);
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if (!cells.road[prev]) cells.road[prev] = score;
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for (let i = 0, limit = 1000; i < limit; i++) {
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if (!from[current]) break;
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current = from[current];
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if (cells.road[current]) {
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if (segment.length) {
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segment.push(current);
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path.push(segment);
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if (segment[0] !== end) {cells.road[segment[0]] += score; cells.crossroad[segment[0]] += score;}
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if (current !== start) {cells.road[current] += score; cells.crossroad[current] += score;}
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}
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segment = [];
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prev = current;
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} else {
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if (prev) segment.push(prev);
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prev = null;
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segment.push(current);
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}
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cells.road[current] += score;
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if (current === start) break;
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}
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if (segment.length > 1) path.push(segment);
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return path;
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}
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// find water paths
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function findOceanPath(start, exit = null, toRoute = null) {
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const cells = pack.cells, temp = grid.cells.temp;
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const queue = new PriorityQueue({comparator: (a, b) => a.p - b.p});
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const cost = [], from = [];
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queue.queue({e: start, p: 0});
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while (queue.length) {
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const next = queue.dequeue(), n = next.e, p = next.p;
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if (toRoute && n !== start && cells.road[n]) return [from, n, true];
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for (const c of cells.c[n]) {
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if (c === exit) {from[c] = n; return [from, exit, true];}
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if (cells.h[c] >= 20) continue; // ignore land cells
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if (temp[cells.g[c]] <= -5) continue; // ignore cells with term <= -5
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const dist2 = (cells.p[c][1] - cells.p[n][1]) ** 2 + (cells.p[c][0] - cells.p[n][0]) ** 2;
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const totalCost = p + (cells.road[c] ? 1 + dist2 / 2 : dist2 + (cells.t[c] ? 1 : 100));
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if (from[c] || totalCost >= cost[c]) continue;
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from[c] = n, cost[c] = totalCost;
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queue.queue({e: c, p: totalCost});
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}
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}
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return [from, exit, false];
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}
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})));
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